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Decouple velocity change bonus from wide angle bonus (#33541)
* Decouple velocity change bonus from wide angle bonus * Replace sin with smoothstep * Set multiplier back to 0.75 --------- Co-authored-by: James Wilson <tsunyoku@gmail.com>
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@@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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currVelocity = (osuCurrObj.LazyJumpDistance + osuLastObj.TravelDistance) / osuCurrObj.StrainTime;
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// Scale with ratio of difference compared to 0.5 * max dist.
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double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
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double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1);
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// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
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double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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@@ -147,9 +147,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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}
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aimStrain += wiggleBonus * wiggle_multiplier;
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aimStrain += velocityChangeBonus * velocity_change_multiplier;
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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// Add in acute angle bonus or wide angle bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier);
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// Add in additional slider velocity bonus.
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if (withSliderTravelDistance)
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